Difference between revisions of "Emote Animal (Action Powers)"
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<noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> | <noinclude>{{Action Power Templates}}{{main|Powers (Action)}}</noinclude> | ||
=== Animal Appeal === | === Animal Appeal === | ||
− | + | ===Charm Animal=== | |
+ | {{Charm (Action Powers)}} | ||
− | + | This power works on any creature with a sex drive, but the mood you inspire is raw lust, not friendship or trust. | |
+ | The communication it allows is rudimentary. | ||
=== Animal Affinity === | === Animal Affinity === |
Revision as of 15:01, 2 May 2023
Templates for Action |
- Main article: Powers (Action)
Animal Appeal
Charm Animal
Basic Action
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power works on any creature with a sex drive, but the mood you inspire is raw lust, not friendship or trust. The communication it allows is rudimentary.
Animal Affinity
Inherent
Select one family of animal when this power is taken. Foxes, spiders, and hares are examples. You can communicate with animals of this family, and they generally start with a favorable attitude to you, recognizing you as a high-status individual of their species. All Charm checks against animals of this family are Routine and you can Seduce them as a Basic Action.
Animal Friends
Inherent
You have the ability to befriend and gain help from natural animals you encounter. When you stay in a natural environment for a while, you will start to pick up incidental animal friends who stay around, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these animals are around, they will try to help you. They are still animals, and afraid of man and his machines, but can often help in small ways by keeping track of foes or keeping them awake at night. If push comes to shove, they may help you in actual combat as well.
Your Animal Friends have the attributes of typical animals, and can do any reasonable stunt as a group with a skill equal to your Charm. A hit on any of them will chase them all off for the rest of the fight. Even if you befriend a whole flock of animals, they still perform as a single unnamed character.
Animal Merge
Stance
You can merge your consciousness with that of an animal with a successful Charm roll against the animal's Dodge. You must see the animal when first merging, and normal range penalties apply to the initial Charm roll to convince the animal to accept you. After that, you can maintain the merger over any distance. Animals exceptionally loyal to you can be merged with at a distance. While merged, you can communicate with the animal and sense everything the animal experiences. This is not mind control but you can usually convince the animal to move as you desire. You mentally ride along as the animal moves. You can use your own Skills through the animal as long as such an action would not be outside the animals normal scope of action.
You can use this power again to shift your consciousness to another animal if they touch, but cannot otherwise use powers trough the animal.
Your body is in a trance while merging, and you are thus automatically surprised if attacked, you can still talk and move while in this trance, but as soon as you take any action the trance is broken.
Charm Animal
Basic Action
You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.
Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.
Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies. Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.
Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. Even after the power ends you leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.
This power only works on Animals. Assume that natural animals communicated with have the intelligence of small children, and that they can give fair recollections of what they have seen or experienced.
You can also send out a call to animals of one species. Make a skill roll; the call reaches any animal within this many kilometers. This call is one-way but can convey a message, usually a request for aid. The call is very persuasive. In general, one animal will respond for each point of outcome, but never more than what is present in the area. It takes the animals time to arrive.
Some creatures are specifically attuned to one kind of animals at the expense of others. In this case, Charm rolls against the chosen animals are Routine, but the power does not work against other animals.
Wild Abandon
Trigger Action
You inspire others to be wild, hedonistic, lustful, competitive, and to go with the flow. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Ride skill, and to other skills and rolls as determined my the GM.